If the model (and
unit he is with) falls back, roll an extra D6 and pick
the best 2 (for your own definition of 'best').

[5]

Vindicare
Assassin (as)

1

5

5

4

4

2

5

3

10

4(I)+

110

Independent
Character. The assassin can never join another unit, they
must fight individually. Infiltrate if allowed. Fearless
- never fall back, auto-pass morale checks (even ones
they would normally auto-fail). Cannot be pinned.
Vindicare Temple; Marksman - the Assassin can always
choose which model he shoots at, such as a Sergeant or a
Heavy Weapons trooper; he may target any model in his
sight, ignoring targetting restrictions.
Exitus Rifle
Exitus Pistol
Spy Mask
Stealth Suit

Fury Dreadnought

1

-

4

6/10

-

-

-

2/3

-

12/12/10

105

Walker
2 Dread. CC Weapons
Heavy Flamer
Meltagun

Dreadnought (Orbis)

1

4

4

6/10

-

-

4

2

-

12/12/10

126

Walker.
Dread. CC Weapon
Storm Bolter
Twin Lascannon

Searchlight

Allows one enemy
unit to be fired at by any friendly unit in range and
with line of sight. Vehicle can then be fired on by any
enemy unit.

[1]

Tactical Squad

9

4

4

4

4

1

4

1

8

3+

226

Bolter (x7)
Heavy Bolter (x1)
Meltagun (x1)

Rhino
APC

1

-

4

-

-

-

-

-

-

11/11/10

[61]

Carries up to 10
Space Marines. Tank.
Storm Bolter

Searchlight

Allows one enemy
unit to be fired at by any friendly unit in range and
with line of sight. Vehicle can then be fired on by any
enemy unit.

[1]

Pintle
Storm Bolter

24"R, Str 4,
Ap 5, Assault 2.

[10]

Sergeant

1

4

4

4

4

1

4

1

8

3+

[15]

Bolter

Tactical Squad

5

4

4

4

4

1

4

1

8

3+

237

Bolter (x3)
Missile Launcher (x1)
Plasma Rifle (x1)

Veteran
Sergeant (Linus)

1

4

4

4

4

1

4

2/3

9

3+

[60]

2 Lightning Claws

Razorback
APC

1

-

4

-

-

-

-

-

-

11/11/10

[86]

Carries up to 6
Space Marines. Tank.
Lascn. & Plasma Guns

Searchlight

Allows one enemy
unit to be fired at by any friendly unit in range and
with line of sight. Vehicle can then be fired on by any
enemy unit.

[1]

Whirlwind
Battery

1

-

4

-

-

-

-

-

-

11/11/10

76

Tank.
Multirocket Launcher

Searchlight

Allows one enemy
unit to be fired at by any friendly unit in range and
with line of sight. Vehicle can then be fired on by any
enemy unit.

[1]

Option Footnotes:

2 Dreadnought CC Ws.

No armour save in
close combat. If one weapon is destroyed, the dreadnought
reverts to 2A. If both are destroyed, it's Strength falls
to 6. Tear Attack: use 2d6+S to work out AP vs vehicles.

Spy Mask - the
cover save of the enemy is reduced by one (5+ > 6+, 6+
> no save, etc.). Roll 2D6*5 to determine how far the
Assassin can see at night.

Stealth Suit

Stealth Suit -
Units shooting at the Assassin must test to see him using
the Night Fighting rules; if the mission is taking place
in the dark, the number they roll on the 'how far can I
see' dice is halved.

Total Army
Cost: 985 Pts.

Notes:
And They Shall Know No Fear: Space Marines always regroup
if they fall back, even if they've taken 50% casualties.
They may act normally on the turn after they rally. If
pursued and caught, they auto-rally and the enemy is
treated as making a Sweeping Advance into them.
Drop pods: At the start of a battle where the Deep Strike
rules are allowed, you can declare that your Space
Marines are all using Drop Pods to deploy. Any model in
Powered, Terminator or Artificer armour, and Scouts,
Dreadnoughts and Land Speeders must deploy using the Deep
Strike rules. Any other models stay on board ship and are
not used in the game.

This is a expermimental
army list i am going to try for our next tournemant at our local
store. It is a serious break from my normal way of playing.

Go back?

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